- SKYDROME
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- Intrepid Member
Still better than you.
.....most of you, at least.
OK, con_extreme, you're getting attacked from most sides right now, because you're talking out of your arse. The rest of the guys are angry, but I'm not, so I'm going to try and explain to you why dynamic spawns are bad. Please note that I haven't yet had a cance to play Imago, so I can't talk specifically about that map, but in general, dynamic spawns don't work, and are unpredictable.
When you have static spawns, spawn prediction is normally about controlling your base, and a central area on the map, and then watching how the other team is spawning, and then locking them into a pattern through different spawn points. It's a pretty simple matter, but if you do it wrong, then you often end up screwed. The easiest way to predict spawns is always to find the furthest spawn from the place the enemy last died at, though other things affect this, as I'm sure you know.
Now, in dynamic spawns, this "furthest spawn" thing tends to apply still. The problem is that the game will, I repeat, will randomly decide at one point that the furthest spawn is on the other side of the map, behind you, rather than on the enemies side of the map. You have absolutely no way of knowing when this change is going to occur, which is the problem. Once it occurs, assuming you don't get raped, you can just set up again, facing the other way, but then the spawn switch could happen again.
Basically, while the enemy is spawning on one side, spawn prediction is fine. However, it's impossible to predict when the spawn switch will occur, and this is waht ruins map control on dynamic spawn maps.